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Custom Magic Weapons vs 'Artifacts'

areteas

Well-known member
It seems to me that the 'gizmo' and 'bootstrap' procedures were designed to streamline adding common traits to a multitude of different items... so hopefully I'm barking up the right tree here, but after reading the HLWiki documentation on gizmos and testing various different methods and comparing a whole mess of debug tags, I'm still stumped.

Most of the 'artifact' weapons in the Weapon, Magic list seem set up so that their common item powers (holy/unholy, bane, etc) are only described in the item description field, rather than actually added to the item. Is there any way to strap on item powers that are used by the Custom Magic Weapon item to these artifact entities? If so, how is this done? About all I can do now is strap on a gizmo to make it inherit the stock weapon qualities (bastard sword, in this case).

I'd like to add an artifact to my campaign that has some standard item powers (bane, etc) as well as some abilities it confers to the wielder, which I'd like to have show up under the user's specials tab, hence the question.
 
No, there isn't currently a way to attach one of the specific powers to a pre-defined weapon. Hopefully, there'll be a way to allow this down the line.
 
OK, thanks anyway Mathias. :) And thanks for the new data packages... I'll be sure to purchase after my post-xmas paycheck comes in.
 
No, there isn't currently a way to attach one of the specific powers to a pre-defined weapon. Hopefully, there'll be a way to allow this down the line.

I might be confused, but couldn't he create an "Item Power" that he can then apply to a Magic Bastard Sword to add the power to the item and call the combined item the artifact?
 
Yes, but that combination can't be saved as a .user file - only in a saved porfolio, and I presume he wants to have this available for single-click adding to many portfolios.
 
I might be confused, but couldn't he create an "Item Power" that he can then apply to a Magic Bastard Sword to add the power to the item and call the combined item the artifact?

I ended up doing something like this, but it's a bit kludgy and doesn't give me all the flexibility I was looking for. It'll work well enough for now, though.
 
Is there a way to bootstrap the custom magic weapon to an ability "iMagWeapon" and designate the base weapon automatically? I know it uses a gizmo, I'm just having a hard time figuring out what kind of script I should use.
 
Under gizmo: Make the unique id wSpecMagic then bootstrap the weapon of choice. As a drop down menu I think that is outside the power of gizmo.
 
Sorry. To be more clear, what I mean is; I've bootstrapped iMagWeapon to an ability, which is the custom magic weapon builder feature in hero lab. It has its own gizmo, for choosing a base weapon, weapon bonus, and enhancements. So what I'm trying to do is come up with a script that auto chooses the base weapon in iMagWeapon's gizmo.
 
Ecneconni, could you please describe the game rules you're trying to implement? Some things you're saying suggest you're doing a relatively normal thing (building a specific magical weapon with some item powers (and some more abilities that make it an artifact)), but you're going about it in an odd way, but I can't tell exactly what you're trying to do.

There is no such thing as a script that can bootstrap a pick that has to run its own scripts (and the weapon inside iMagWeapon has scripts to run) - Hero Lab needs to know what scripts it will be running, so that it can put them in the right order, before it begins to run any of them, so you can't do anything that would add scripts to the list after the list is built.
 
I'm only just starting to dirty my hands with intermediate scripting. Gizmos are still above me, so I don't fully understand their inner mechanics. I'm in the editor for Pathfinder, and I'm working on building a class. On one of its class specials, I've bootstrapped "iMagWeapon" (Thing: Custom / magic weapon) and have already created a base weapon and added it to the game system to be used with "iMagWeapon". (I also apologize if I'm doing a terrible job explaining).

I did it this way so that the user could add enhancements or remove them as needed. And for the most part it works. The Custom / magic weapon shows up under the weapons tab. However, it still requires the user to click on the "Edit this Weapon" icon and select the weapon manually. I'm trying to figure out how I could designate the selected item automatically, so the user doesn't have too.
 
I'm only just starting to dirty my hands with intermediate scripting. Gizmos are still above me, so I don't fully understand their inner mechanics. I'm in the editor for Pathfinder, and I'm working on building a class. On one of its class specials, I've bootstrapped "iMagWeapon" (Thing: Custom / magic weapon) and have already created a base weapon and added it to the game system to be used with "iMagWeapon". (I also apologize if I'm doing a terrible job explaining).

I did it this way so that the user could add enhancements or remove them as needed. And for the most part it works. The Custom / magic weapon shows up under the weapons tab. However, it still requires the user to click on the "Edit this Weapon" icon and select the weapon manually. I'm trying to figure out how I could designate the selected item automatically, so the user doesn't have too.
Look at the soulknife class from Ultimate Psioncis in the Community Pack. It does exactly what your trying to do.
 
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